1.16.0
What's Changed
- Read a compiled unit script as BOS, not just as opcodes by @tomjn in #2998
- Resize the unit builder's drawer, and stop its overlays landing on each other by @tomjn in #2999
- Give the unit builder's preview something to aim at, build and carry by @tomjn in #3000
- Tell a unit script where its own pieces are, and do the packed-position maths it asks for by @tomjn in #3001
- Preview ship, hover and ground transports picking something up by @tomjn in #3002
- Tell a unit script where its passenger is, so a transport's boom reaches for it by @tomjn in #3003
- Record what unit scripts announce, and carry the stand-in as the engine does by @tomjn in #3004
- Draw the stand-in where a unit script carries it, and mark what the script announced by @tomjn in #3006
- Let the engine carry a transport's passenger, asking QueryTransport as it attaches, and play each transport's whole cycle by @tomjn in #3007
- Shorten CI by running the Rust and Vitest checks in parallel jobs by @tomjn in #3008
- Draw TA-style nano spray in the preview, and start a factory's build when its script is ready by @tomjn in #3010
- Pick the piece a BOS script means when a converted Lua script is given a piece number by @tomjn in #3011
- Draw a unit firing in the preview, with the game's own muzzle flame and bitmaps by @tomjn in #3012
- Draw a unit script's built-in sfx in the preview: smoke, wakes, heat clouds and a stand-in glow for CEGs by @tomjn in #3014
- Keep the emit points of imported flares and wakes by @tomjn in #3015
- Keep the emit point of converted .3do pieces that have faces by @tomjn in #3017
- Fix model editor rough edges and redesign the open from a game result by @tomjn in #3018
Full Changelog: 1.15.7...1.16.0